Can we use ThreeJs Helpers with InstancedMeshes? - three.js

I am newbie to Threejs and I am trying to use axesHelper to visualise the three axis of all the objects in a scene. Earlier I was using simple Meshes and all the helpers were working fine. Recently I've moved few objects to Instanced Meshes and the helpers have stopped working for them. I have confirmed this by trying with two helpers.(arrow and axes helper)
I am using react-three-fiber to write for writing my threejs in JSX style.
Here is the code which used to work for me.
<mesh
position={[geometry.position.x, geometry.position.y, geometry.position.z]}
rotation={angle}
geometry={geometry}>
<meshLambertMaterial color={'red'} />
<axesHelper />
</mesh>
Here is the new one which doesn't work.
<instancedMesh
ref={ref}
args={[(null as unknown) as BufferGeometry, (null as unknown) as Material, objects.length]}>
<coneBufferGeometry args={[0.1, 0.1]}>
<instancedBufferAttribute attachObject={['attributes', 'color']} args={[colorArray, 3]}/>
</coneBufferGeometry>
<meshLambertMaterial vertexColors />
<axesHelper />
</instancedMesh>
So now I wanted to confirm if we can use these helpers for instanced meshes or not? I tried looking into three's documentation but was not able to find any answer related to this question.
I am on Threejs r127.

As an option, you can decompose the matrices of instances and pass these values in attributes for InstancedBufferGeometry, based on geometry of AxesHelper.
It's just an example, not the ultimate solution.
body{
overflow: hidden;
margin: 0;
}
<script type="module">
console.clear();
import * as THREE from "https://threejs.org/build/three.module.js";
import {OrbitControls} from "https://threejs.org/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 8, 13);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff, 1.5);
light.position.setScalar(10);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 1));
let cylGeom = new THREE.CylinderBufferGeometry(0.5, 1, 2, 8);
let cylMat = new THREE.MeshStandardMaterial({color: "red", roughness: 0.25, metalness: 0.75, polygonOffset: true, polygonOffsetFactor: 1});
let cylinder = new THREE.InstancedMesh(cylGeom, cylMat, 100);
let dummy = new THREE.Object3D();
let mat4 = new THREE.Matrix4();
let counter = 0;
let pos = [];
let rot = [];
let scl = [];
for(let z = 0; z < 10; z++){
for(let x = 0; x < 10; x++){
dummy.position.set(-4.5 + x, 0, -4.5 + z).multiplyScalar(4);
dummy.rotation.set(
Math.random() * Math.PI * 2,
Math.random() * Math.PI * 2,
Math.random() * Math.PI * 2
);
dummy.updateMatrix();
cylinder.setMatrixAt(counter, dummy.matrix);
pos.push(dummy.position.x, dummy.position.y, dummy.position.z);
rot.push(dummy.quaternion.x, dummy.quaternion.y, dummy.quaternion.z, dummy.quaternion.w);
scl.push(dummy.scale.x, dummy.scale.y, dummy.scale.z);
counter++;
}
}
cylinder.instanceMatrix.needsUpdate = true;
console.log(cylinder);
scene.add(cylinder);
let axesHelper = new THREE.AxesHelper(2);
console.log(axesHelper);
let lineGeom = new THREE.InstancedBufferGeometry().copy(axesHelper.geometry);
lineGeom.instanceCount = Infinity;
lineGeom.setAttribute("instT", new THREE.InstancedBufferAttribute(new Float32Array(pos), 3));
lineGeom.setAttribute("instR", new THREE.InstancedBufferAttribute(new Float32Array(rot), 4));
lineGeom.setAttribute("instS", new THREE.InstancedBufferAttribute(new Float32Array(scl), 3));
let lineMat = new THREE.LineBasicMaterial({
vertexColors: true,
onBeforeCompile: shader => {
shader.vertexShader = `
attribute vec3 instT;
attribute vec4 instR;
attribute vec3 instS;
// http://barradeau.com/blog/?p=1109
vec3 trs( inout vec3 position, vec3 T, vec4 R, vec3 S ) {
position *= S;
position += 2.0 * cross( R.xyz, cross( R.xyz, position ) + R.w * position );
position += T;
return position;
}
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
transformed = trs(transformed, instT, instR, instS);
`
);
console.log(shader.vertexShader);
}
});
let lines = new THREE.LineSegments(lineGeom, lineMat);
scene.add(lines);
window.addEventListener( 'resize', onWindowResize );
let clock = new THREE.Clock();
renderer.setAnimationLoop(()=>{
let t = clock.getDelta();
for(let i = 0; i < counter; i++){
cylinder.getMatrixAt(i, mat4);
mat4.decompose(dummy.position, dummy.quaternion, dummy.scale);
dummy.rotation.x += t;
dummy.rotation.z += t*.5;
dummy.updateMatrix();
cylinder.setMatrixAt(i, dummy.matrix);
cylinder.instanceMatrix.needsUpdate = true;
linesTRS(i, dummy);
}
renderer.render(scene, camera);
})
function linesTRS(index, o){
lineGeom.attributes.instT.setXYZ(index, o.position.x, o.position.y, o.position.z);
lineGeom.attributes.instT.needsUpdate = true;
lineGeom.attributes.instR.setXYZW(index, o.quaternion.x, o.quaternion.y, o.quaternion.z, o.quaternion.w);
lineGeom.attributes.instR.needsUpdate = true;
lineGeom.attributes.instS.setXYZ(index, o.scale.x, o.scale.y, o.scale.z);
lineGeom.attributes.instS.needsUpdate = true;
}
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( innerWidth, innerHeight );
}
</script>

Related

custom bufferGeometry with texture

I did tests on particle systems some time ago. because I'm working on it again at the moment. i want to use a texture but i only get black particles. i think the problem lies in the uv coordinates but i don't know how to use it in this case.
I have described in the code where I suspect the problem.
how do i access the texture coordinates in the shader in this case
var camera, controls, scene, renderer, container;
var PI = Math.PI;
var clock = new THREE.Clock();
var plane;
var MAX_Planes = 2000;
var velocity = [];
var geometry;
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
container = document.getElementById('container');
renderer.setSize(container.clientWidth, container.clientHeight);
container.appendChild( renderer.domElement );
var aspect = container.clientWidth / container.clientHeight;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
camera = new THREE.PerspectiveCamera( 45, container.clientWidth / container.clientHeight, 1, 100000 );
camera.position.set(0, 0, 4000);
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = true;
controls.enabled = true;
controls.target.set(0, 0, 0);
//---------------shader---------------
var VertexShader = `
varying vec3 vUv;
uniform vec3 pos;
void main() {
vUv = uv;
vec4 finalPosition;
finalPosition = modelViewMatrix * vec4( pos, 1.0 );
finalPosition.xyz += vec3(position.x, position.y, 0.0);
finalPosition = projectionMatrix * finalPosition;
gl_Position = finalPosition;
}`;
var FragmentShader = `
varying vec3 vUv;
uniform sampler2D tDiffuse;
void main() {
gl_FragColor = vec4(texture2D(tDiffuse, vUv).rgb, 1.);
//gl_FragColor = vec4(1.0, 1.0, 0.8, 1.0); //just for testing
}`;
var loader = new THREE.TextureLoader();
var texture = loader.load( 'textures/test.jpg' ); //the texture is loaded correctly. I tested that with a box
var uniform = {
tDiffuse: {value: texture},
pos: { value: new THREE.Vector3(0,0,0) },
}
var material = new THREE.ShaderMaterial( {
uniforms: uniform,
vertexShader: VertexShader,
fragmentShader: FragmentShader,
transparent: true,
depthTest: false,
depthWrite: false
});
//-------------------------------------------------
//create a plane: points, normals, uv
const vertices = [
{ pos: [-20, -20, 0], norm: [ 0, 0, 1], uv: [0, 1], },
{ pos: [ 20, -20, 0], norm: [ 0, 0, 1], uv: [1, 1], },
{ pos: [-20, 20, 0], norm: [ 0, 0, 1], uv: [0, 0], },
{ pos: [ 20, 20, 0], norm: [ 0, 0, 1], uv: [1, 0], },
];
const numVertices = vertices.length;
const positionNumComponents = 3;
const normalNumComponents = 3;
const uvNumComponents = 2;
//arrays for buffergeometry
const positions = new Float32Array(numVertices * positionNumComponents * MAX_Planes);
const normals = new Float32Array(numVertices * normalNumComponents * MAX_Planes);
const uvs = new Float32Array(numVertices * uvNumComponents * MAX_Planes);
//fill arrays with vertices
var posPointer = 0;
var nrmPointer = 0;
var uvPointer = 0;
for(var i = 0; i <= MAX_Planes; i++) {
var posNdx = 0;
var nrmNdx = 0;
var uvNdx = 0;
for (const vertex of vertices) {
positions.set(vertex.pos, posNdx + posPointer);
normals.set(vertex.norm, nrmNdx + nrmPointer);
uvs.set(vertex.uv, uvNdx + uvPointer);
posNdx += positionNumComponents;
nrmNdx += normalNumComponents;
uvNdx += uvNumComponents;
}
posPointer = i * posNdx;
nrmPointer = i * nrmNdx;
uvPointer = i * uvNdx;
}
//create buffergeometry and assign the attribut arrays
geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, positionNumComponents));
geometry.setAttribute('normal', new THREE.BufferAttribute(normals, normalNumComponents));
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, uvNumComponents));
var ndx = 0;
var indices = [];
//instead 6 vertices for the both triangles of a plane i used 4, so reindication is neccessary
for(var i = 0; i < MAX_Planes; i++){
indices.push(ndx, ndx + 1, ndx + 2, ndx + 2, ndx + 1, ndx + 3);
ndx += 4;
}
geometry.setIndex(indices);
var materials = [];
geometry.clearGroups();
for(var i = 0; i < MAX_Planes; i++){
geometry.addGroup( 6*i, 6*(i+1), i );
materials.push(material.clone());
}
plane = new THREE.Mesh(geometry, materials);
scene.add(plane);
//----------------------velocity---------------------------
for(var i = 0; i < MAX_Planes; i++){
velocity[i] = new THREE.Vector3(
Math.random()*2-1,
Math.random()*2-1,
Math.random()*2-1);
}
}//-------End init----------
function animate() {
requestAnimationFrame( animate );
render();
}//-------End animate----------
var loop = 0;
function render() {
loop = loop + 0.5;
for(var i = 0; i < MAX_Planes; i++){
var pos = new THREE.Vector3(0, 0, 0);
pos.x += velocity[i].x*loop;
pos.y += velocity[i].y*loop;
pos.z += velocity[i].z*loop;
plane.material[i].uniforms.pos.value = pos;
}
plane.geometry.attributes.position.needsUpdate = true;
plane.geometry.attributes.uv.needsUpdate = true;
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
renderer.render(scene, camera);
}//-------End render----------
my initial assumption was wrong. I suspect the problem now in the regrouping. with the following line i see the texture
plane = new THREE.Mesh(geometry, material);
but that's no use to me. each group "one plane inside the bufferarray" should have its own material and for that i need the grouping but obviously i'm doing something wrong because i don't see anything with the "materials" array
ah, the problem is that the texture is not cloned when the material is cloned. cloning the material only works if I work purely with shader code without texture. if i want to have the texture i have to instantiate the material every time in the for loop

Why is my mix in my shader not properly mixing in Threejs?

I have been messing with this for awhile and I cannot get the shader to mix properly. Currently it is displaying the two colors that are supposed to be mixed as two separate colors on each hemisphere. I am new to threejs and often certain details I am missing. I would appreciate any help regarding this code.
import * as THREE from 'three';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.setClearColor(0x000000);
const spotLight = new THREE.SpotLight(0xFFFFFF);
scene.add(spotLight);
spotLight.position.set(0, 0, 100);
spotLight.castShadow = true;
spotLight.angle = 0.2;
spotLight.intensity = 0.2;
camera.position.set(0.27, 0, 500);
//Black center
var geom = new THREE.SphereBufferGeometry(100, 32, 32);
var mat = new THREE.MeshPhongMaterial({
color: 0x000000
});
const material = new THREE.ShaderMaterial({
vertexShader: `
varying vec3 vPosition;
void main() {
vPosition = position;
vec4 localPosition = vec4(position, 1.0);
vec4 worldPosition = modelMatrix * localPosition;
vec4 viewPosition = viewMatrix * worldPosition;
vec4 clipPosition = projectionMatrix * viewPosition;
gl_Position = clipPosition;
}
`,
fragmentShader: `
varying vec3 vPosition;
void main() {
float depth = vPosition.x;
vec3 color1 = vec3(1., 1.0, 1.0);
vec3 color2 = vec3(0., .0, 1.0);
vec3 mixedColor = mix(color1, color2, depth);
gl_FragColor = vec4(mixedColor, 1.0);
}
`
});
var core = new THREE.Mesh(geom, material);
scene.add(core);
var geom = new THREE.SphereBufferGeometry(1, 15, 15);
var mat = new THREE.MeshBasicMaterial({
color: 0xffffff
});
var atoms = new THREE.Object3D();
scene.add(atoms);
for (var i = 0; i < 150; i++) {
var nucleus = new THREE.Mesh(geom, mat);
var size = Math.random() * 6 + 1.5;
nucleus.speedX = (Math.random() - 0.5) * 0.08;
nucleus.speedY = (Math.random() - 0.5) * 0.08;
nucleus.speedZ = (Math.random() - 0.5) * 0.08;
nucleus.applyMatrix4(new THREE.Matrix4().makeScale(size, size, size));
nucleus.applyMatrix4(new THREE.Matrix4().makeTranslation(0, 100 + Math.random() * 10, 0));
nucleus.applyMatrix4(new THREE.Matrix4().makeRotationX(Math.random() * (Math.PI * 2)));
nucleus.applyMatrix4(new THREE.Matrix4().makeRotationY(Math.random() * (Math.PI * 2)));
nucleus.applyMatrix4(new THREE.Matrix4().makeRotationZ(Math.random() * (Math.PI * 2)));
atoms.add(nucleus);
}
const _matrix = new THREE.Matrix4();
function updateNucleus(a) {
for (var i = 0; i < atoms.children.length; i++) {
var part = atoms.children[i];
part.applyMatrix4(_matrix.makeRotationX(part.speedX));
part.applyMatrix4(_matrix.makeRotationY(part.speedY));
part.applyMatrix4(_matrix.makeRotationZ(part.speedZ));
}
}
//Create scene
var necks = [];
var cubesObject = new THREE.Object3D();
scene.add(cubesObject);
function animate(a) {
requestAnimationFrame( animate );
updateNucleus(a);
renderer.render(scene,camera);
};
animate();
window.addEventListener('resize', function(){
camera.aspect = window.innerWidth / this.window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
})

ThreeJS raycasting problem with an Orthographic camera in isometric-like view

I'm pulling my hair off this one. I have to work with a specific camera angle for a 3D projet with the constraint of using an Orthographic Camera. I need to be able to precisely click on the floor for gameplay purposes. The ThreeJS Raycast doesn't seem to work properly (or maybe I set something the wrong way?). In a top-down view like angle, it works better.
Here is a fiddle that explains the kind of situation I'm in: https://jsfiddle.net/p6td5oak/42/
const sceneWidth = window.innerWidth;
const sceneHeight = window.innerHeight;
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera( -sceneWidth / 2, sceneWidth / 2, sceneHeight / 2, -sceneHeight / 2, -1000, 1000 );
camera.rotation.set(
-Math.PI / 12,
Math.PI / 12,
Math.PI / 24
);
camera.position.set(0, 1, 0);
camera.zoom = 2;
camera.updateProjectionMatrix();
const renderer = new THREE.WebGLRenderer();
renderer.setSize( sceneWidth, sceneHeight );
document.body.appendChild( renderer.domElement );
const whiteMaterial = new THREE.MeshBasicMaterial({});
const redMaterial = new THREE.MeshBasicMaterial({
color: 0xFF0000
});
const size = 100;
const geometry = new THREE.PlaneGeometry(size, size, 10, 10);
for (var x = 0; x < 2; x++)
{
for (var z = 0; z < 2; z++)
{
let mesh = new THREE.Mesh(geometry, ((x + z) % 2 ? whiteMaterial : redMaterial));
mesh.rotation.set(
-Math.PI / 2,
0,
0
);
mesh.position.set(
x*size,
0,
z*size
)
scene.add(mesh);
}
}
var raycaster = new THREE.Raycaster();
window.addEventListener("pointerup", function(e)
{
var screenPos = new THREE.Vector2();
screenPos.x = (e.clientX / window.innerWidth) * 2 - 1;
screenPos.y = - (e.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(screenPos, camera);
var rays = raycaster.intersectObjects(scene.children, true);
for (var i = 0; i < rays.length; i++)
{
scene.remove(rays[i].object);
}
}
.bind(this));
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
animate();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
In the example, I try to remove the planes as soon as they are clicked. As you can see, the top two planes can be removed if you click around their top-left corner. The other twos cannot even be triggered.
If someone have an idea what's going on, you'll be my hero.
Thanks!
PS: I have basic knowledge of ThreeJS but I'm far from being expert
Raycaster only detects objects in front of the camera, and your camera is located near the origin. Move the camera back.
Also, the near value of your orthographic camera is invalid. From the documentation:
The valid range is between 0 and the current value of the far plane.
Negative values are not supported.
const sceneWidth = window.innerWidth;
const sceneHeight = window.innerHeight;
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-sceneWidth / 2, sceneWidth / 2, sceneHeight / 2, -sceneHeight / 2, 0.1, 1000);
camera.rotation.set(
-Math.PI / 12,
Math.PI / 12,
Math.PI / 24
);
camera.position.set(100, 100, 500);
camera.zoom = 2;
camera.updateProjectionMatrix();
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(sceneWidth, sceneHeight);
document.body.appendChild(renderer.domElement);
const whiteMaterial = new THREE.MeshBasicMaterial();
const redMaterial = new THREE.MeshBasicMaterial({
color: 0xFF0000
});
const size = 100;
const geometry = new THREE.PlaneGeometry(size, size, 10, 10);
for (let x = 0; x < 2; x++) {
for (let z = 0; z < 2; z++) {
let mesh = new THREE.Mesh(geometry, ((x + z) % 2 ? whiteMaterial : redMaterial));
mesh.rotation.set(
-Math.PI / 2,
0,
0
);
mesh.position.set(
x * size,
0,
z * size
)
scene.add(mesh);
}
}
const raycaster = new THREE.Raycaster();
const screenPos = new THREE.Vector2();
renderer.domElement.addEventListener("pointerup", function(e) {
screenPos.x = (e.clientX / window.innerWidth) * 2 - 1;
screenPos.y = -(e.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(screenPos, camera);
const intersections = raycaster.intersectObject(scene, true);
for (let i = 0; i < intersections.length; i++) {
scene.remove(intersections[i].object);
}
});
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.129/build/three.js"></script>

Turning an image into Point Cloud in Three.js

I want to turn an image into a Point Cloud and offset the z-position based on the color value. So far I have:
Loaded an image, and upon load
Built a geometry and stored image colour within the geometry
Create a PointsMaterial and build a THREE.Points
Add to scene
However, the result looks nothing like the input image. I am missing something but unsure of what.
What am I missing with regards to displaying a point cloud version of the image?
Example: https://img2pointcloud.glitch.me/
<html>
<head>
<script src="https://threejs.org/build/three.js"></script>
</head>
<body style="margin:0">
<script>
var container, renderer, points;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
10000
);
camera.position.set(0, 0, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var imgSrc =
"https://cdn.glitch.com/c3afecd9-365c-424f-a08e-90fce02a151a%2Fimg.jpeg?v=1588102020636";
var img = new Image();
var width = 1920 / 4;
var height = 1080 / 4;
img.crossOrigin = "anonymous";
img.src = imgSrc;
img.onload = function() {
var canvas = document.createElement("canvas");
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
var imageData = ctx.getImageData(0, 0, width, height);
var data = imageData.data;
document.body.appendChild(canvas);
createPointCloud(imageData);
};
function createPointCloud(imageData) {
var geometry = new THREE.BufferGeometry();
var positions = [];
for (var x = 0; x < height; x++) {
for (var z = 0; z < width; z++) {
positions.push(x, z, x);
}
}
var color = new THREE.Color();
var colors = [];
for (let i = 0; i < imageData.data.length; i += 4) {
const r = imageData.data[i + 0];
const g = imageData.data[i + 1];
const b = imageData.data[i + 2];
const a = imageData.data[i + 3];
color.setRGB(r, g, b);
colors.push(color.r, color.b, color.c);
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3)
);
geometry.setAttribute(
"color",
new THREE.Float32BufferAttribute(colors, 3)
);
geometry.computeBoundingSphere();
var material = new THREE.PointsMaterial({
size: 0.1,
vertexColors: true
});
points = new THREE.Points(geometry, material);
scene.add(points);
animate();
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>
[1]: https://i.stack.imgur.com/9etFB.png
[2]: https://i.stack.imgur.com/HKM7m.png
Another approach is to modify shaders of THREE.PointsMaterial():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(-75, 0, 1);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
new THREE.TextureLoader().load("https://cdn.glitch.com/c3afecd9-365c-424f-a08e-90fce02a151a%2Fimg.jpeg?v=1588102020636", tex => {
let img = tex.image;
console.log(img.width, img.height);
let g = new THREE.PlaneBufferGeometry(Math.floor(img.width / 4), Math.floor(img.height / 4), img.width, img.height);
let m = new THREE.PointsMaterial({
map: tex,
size: 0.1
});
m.onBeforeCompile = shader => {
shader.vertexShader = `
varying vec2 vUv;
${shader.vertexShader}
`;
shader.vertexShader = shader.vertexShader.replace(
`#include <color_vertex>`,
`
vUv = uv;
#include <color_vertex>`
);
shader.fragmentShader = `
varying vec2 vUv;
${shader.fragmentShader}
`;
shader.fragmentShader = shader.fragmentShader.replace(
`#include <map_particle_fragment>`,
`vec4 mapTexel = texture2D( map, vUv );
diffuseColor = mapTexel;
`
);
console.log(shader.vertexShader);
};
let p = new THREE.Points(g, m);
scene.add(p);
});
renderer.setAnimationLoop(() => {
renderer.render(scene, camera)
});
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
There's a big typo in my code where it for some reason says colors.push(color.r, color.b, color.c); and not colors.push(color.r, color.g, color.b); (notice the rbc vs rgb).
Sorted now, thanks for the comment, made me see it.

Particles follow texture

I have a sphere created with particles in three.js that works perfectly. Now I wanted to put these particles on top of a texture that I have of a world map simulating a 3D planet, I searched the internet but I did not find any information on how to do it, when I put the texture instead of it being outside it ends up getting inside each particle, how could I do that? Any idea ? Thank you all
here is my code
$( document ).ready(function() {
var globe = document.getElementById('globe')
var Maxwidth = window.innerWidth
var Maxheight = window.innerHeight
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({antilias:true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(Maxwidth,Maxheight)
globe.appendChild(renderer.domElement)
var camera = new THREE.PerspectiveCamera(60, Maxwidth / Maxheight,1,1000);
camera.position.z = 50;
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.25;
controls.panningMode = THREE.HorizontalPanning; // default is
THREE.ScreenSpacePanning
controls.maxPolarAngle = Math.PI / 2;
var geometry = new THREE.SphereGeometry( 200, 42, 42 );
geometry.widthSegments = 42;
var colors = [];
for( var i = 0; i < geometry.vertices.length; i++ ) {
// random color
colors[i] = new THREE.Color();
//colors[i].setHSV( Math.random(), 1.0, 1.0 );
}
geometry.colors = colors;
// texture
var texture = new THREE.Texture( generateTexture( ) );
texture.needsUpdate = true; // important
// particle system material
var material = new THREE.ParticleBasicMaterial( {
size: 5,
map: texture,
blending: THREE.AdditiveBlending, // required
depthTest: false, // required
transparent: true,
opacity: 0.7,
vertexColors: true // optional
} );
material.map = THREE.ImageUtils.loadTexture('../img/point_picker.png')
material.anisotropy = 0;
material.magFilter = THREE.NearestFilter;
material.minFilter = THREE.NearestFilter;
var union = new THREE.ParticleSystem( geometry, material );
function generateTexture( ) {
var size = 128;
var canvas = document.createElement( 'canvas' );
canvas.width = size;
canvas.height = size;
var context = canvas.getContext( '2d' );
var centerX = size / 2;
var centerY = size / 2;
var radius = size / 2;
context.beginPath();
context.arc( centerX, centerY, radius, 0, 2 * Math.PI, false );
context.fillStyle = "#FFFFFF";
context.fill();
return canvas;
}
scene.add(union)
renderer.setClearColor(0x2675AD)
renderer.render(scene,camera)
controls.update();
function render(delta){
requestAnimationFrame(render);
renderer.render(scene,camera)
union.rotation.y += 0.0009
}
render()
});
I need something like this
So, this is the option I was talking about in my comment:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(1.25, 7, 7);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0x080808);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var geom = new THREE.SphereBufferGeometry(5, 120, 60);
var colors = [];
var color = new THREE.Color();
var q = 0xffffff * 0.25;
for (let i = 0; i < geom.attributes.position.count; i++) {
color.set(Math.random() * q + q * 3);
color.toArray(colors, i * 3);
}
geom.addAttribute('color', new THREE.BufferAttribute(new Float32Array(colors), 3));
var loader = new THREE.TextureLoader();
loader.setCrossOrigin('');
var texture = loader.load('https://learningthreejs.com/data/2013-09-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/images/earthspec1k.jpg');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(1, 1);
var disk = loader.load('https://threejs.org/examples/textures/sprites/circle.png');
var points = new THREE.Points(geom, new THREE.ShaderMaterial({
vertexColors: THREE.VertexColors,
uniforms: {
visibility: {
value: texture
},
shift: {
value: 0
},
shape: {
value: disk
},
size: {
value: 0.125
},
scale: {
value: window.innerHeight / 2
}
},
vertexShader: `
uniform float scale;
uniform float size;
varying vec2 vUv;
varying vec3 vColor;
void main() {
vUv = uv;
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( scale / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform sampler2D visibility;
uniform float shift;
uniform sampler2D shape;
varying vec2 vUv;
varying vec3 vColor;
void main() {
vec2 uv = vUv;
uv.x += shift;
vec4 v = texture2D(visibility, uv);
if (length(v.rgb) > 1.0) discard;
gl_FragColor = vec4( vColor, 1.0 );
vec4 shapeData = texture2D( shape, gl_PointCoord );
if (shapeData.a < 0.5) discard;
gl_FragColor = gl_FragColor * shapeData;
}
`,
transparent: true
}));
scene.add(points);
var blackGlobe = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({
color: 0x000000
}));
blackGlobe.scale.setScalar(0.99);
points.add(blackGlobe);
var clock = new THREE.Clock();
var time = 0;
render();
function render() {
requestAnimationFrame(render);
time += clock.getDelta();
points.material.uniforms.shift.value = time * 0.1;
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.91.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.91.0/examples/js/controls/OrbitControls.js"></script>

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